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Author SHA1 Message Date
f2a39316ba shader changes that don't do anything
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2026-01-07 17:11:49 +01:00
fffd8c947b implementing jump input buffering on grounded
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2026-01-07 09:58:18 +01:00
a1d57d6a1a some tuto fixing
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2026-01-06 16:35:17 +01:00
941205af2b small gravity and jump balancing, removed wall jumping coyote times
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2026-01-06 16:08:39 +01:00
6c2ad89687 fixing the manlting into geo
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2026-01-06 12:36:38 +01:00
59494f9e98 updating CI to build for linux as well
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2025-12-25 09:37:51 +01:00
510246c341 fix a scene load issue
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2025-12-22 14:25:17 +01:00
b184bcdea5 added a small dash when leaving a wall run organically
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2025-12-21 17:23:38 +01:00
cf52af4237 mantling after aimed dash with new mantle system 2025-12-21 16:44:35 +01:00
e0fc301414 fixed user stuff
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2025-12-19 19:11:53 +01:00
b792e8721c mantle system fix amazing
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2025-12-19 18:59:34 +01:00
17 changed files with 952 additions and 792 deletions

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@@ -54,27 +54,12 @@ jobs:
- name: Import resources and build solution
run: |
godot --headless --editor --build-solutions --quit --import --path $PWD
- name: Build Windows
run: |
mkdir -v -p build/windows
godot --headless --verbose --build-solutions --export-release "Windows Desktop" build/windows/${{ env.GAME_NAME }}.exe
zip -r Windows.zip build/windows
- name: Build Windows ARM
run: |
mkdir -v -p build/windowsArm
godot --headless --verbose --build-solutions --export-release "Windows ARM" build/windowsArm/${{ env.GAME_NAME }}.exe
zip -r WindowsArm.zip build/windowsArm
# - name: Linux Build
# run: |
# mkdir -v -p build/linux
# godot --headless --verbose --export-release "Linux/X11" build/linux/${{ env.GAME_NAME }}.x86_64
# zip -r Linux.zip build/linux
- name: Mac Build
run: |
mkdir -v -p build/mac
godot --headless --verbose --export-release "macOS" build/mac/${{ env.GAME_NAME }}.zip
zip -r Mac.zip build/mac
- name: Upload to Itch
uses: KikimoraGames/itch-publish@v0.0.3
with:
@@ -84,6 +69,12 @@ jobs:
buildNumber: ${{ needs.BumpTag.outputs.tag_name }}
gameData: Windows.zip
buildChannel: windows
- name: Build Windows ARM
run: |
mkdir -v -p build/windowsArm
godot --headless --verbose --build-solutions --export-release "Windows ARM" build/windowsArm/${{ env.GAME_NAME }}.exe
zip -r WindowsArm.zip build/windowsArm
- name: Upload to Itch
uses: KikimoraGames/itch-publish@v0.0.3
with:
@@ -93,15 +84,27 @@ jobs:
buildNumber: ${{ needs.BumpTag.outputs.tag_name }}
gameData: WindowsArm.zip
buildChannel: windows-arm
# - name: Upload to Itch
# uses: KikimoraGames/itch-publish@v0.0.3
# with:
# butlerApiKey: ${{ secrets.BUTLER_TOKEN }}
# itchUsername: ${{ env.ITCHIO_USERNAME }}
# itchGameId: ${{ env.ITCHIO_GAMEID }}
# buildNumber: ${{ needs.BumpTag.outputs.tag_name }}
# gameData: Linux.zip
# buildChannel: linux
- name: Linux Build
run: |
mkdir -v -p build/linux
godot --headless --verbose --export-release "Linux/X11" build/linux/${{ env.GAME_NAME }}.x86_64
zip -r Linux.zip build/linux
- name: Upload to Itch
uses: KikimoraGames/itch-publish@v0.0.3
with:
butlerApiKey: ${{ secrets.BUTLER_TOKEN }}
itchUsername: ${{ env.ITCHIO_USERNAME }}
itchGameId: ${{ env.ITCHIO_GAMEID }}
buildNumber: ${{ needs.BumpTag.outputs.tag_name }}
gameData: Linux.zip
buildChannel: linux
- name: Mac Build
run: |
mkdir -v -p build/mac
godot --headless --verbose --export-release "macOS" build/mac/${{ env.GAME_NAME }}.zip
zip -r Mac.zip build/mac
- name: Upload to Itch
uses: KikimoraGames/itch-publish@v0.0.3
with:

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@@ -0,0 +1,10 @@
[gd_resource type="VisualShader" format=3 uid="uid://ce18qeqecjf4w"]
[resource]
code = "shader_type spatial;
render_mode blend_mix, depth_draw_opaque, depth_test_default, cull_back, diffuse_lambert, specular_schlick_ggx;
"
nodes/fragment/0/position = Vector2(280, 0)

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@@ -28,6 +28,7 @@ uniform float heightScale = 1.0;
varying vec3 worldPos;
varying vec3 worldNormal;
varying vec3 diffuse;
void vertex() {
@@ -177,12 +178,14 @@ void fragment() {
// sample and output
SPECULAR = specular;
ALBEDO = triplanarSample(texCoordX, texCoordY, texCoordZ, blend, yDot).rgb;
diffuse = ALBEDO;
ROUGHNESS = triplanarRoughness(texCoordX, texCoordY, texCoordZ, blend, yDot).r;
NORMAL = mix(worldNormal, triplanarNormal(yDot, texCoordX, texCoordY, texCoordZ, blend), normalMapStrength);
NORMAL = normalize((VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz);
}
//void light() {
// // Called for every pixel for every light affecting the material.
// // Uncomment to replace the default light processing function with this one.
//}
void light() {
float lambert = dot(NORMAL, LIGHT);
float halfLambert = pow(lambert*0.5 + 0.5, 2);
DIFFUSE_LIGHT = halfLambert * ATTENUATION * LIGHT_COLOR / PI;
}

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@@ -1,8 +1,7 @@
[gd_scene load_steps=41 format=3 uid="uid://dmkw8cmalm5k"]
[gd_scene load_steps=40 format=3 uid="uid://dmkw8cmalm5k"]
[ext_resource type="PackedScene" uid="uid://bei4nhkf8lwdo" path="res://player_controller/PlayerController.tscn" id="1_2vsi6"]
[ext_resource type="Script" uid="uid://blenis2y55fmg" path="res://tools/city_helpers.gd" id="1_qwuk2"]
[ext_resource type="Resource" uid="uid://bl5crtu1gkrtr" path="res://systems/inputs/base_mode/base_mode.tres" id="2_p287n"]
[ext_resource type="Texture2D" uid="uid://ca4kkq3w8cd4n" path="res://assets/sky/sky_15_2k.png" id="2_ruo5i"]
[ext_resource type="PackedScene" uid="uid://dkr80d2pi0d41" path="res://addons/guide/debugger/guide_debugger.tscn" id="2_uet8a"]
[ext_resource type="Script" uid="uid://cyh0d64pfygbl" path="res://addons/maaacks_game_template/base/scripts/pause_menu_controller.gd" id="7_ukfuy"]
@@ -92,7 +91,6 @@ adjustment_enabled = true
[node name="Main" type="Node3D"]
script = ExtResource("1_qwuk2")
base_mode = ExtResource("2_p287n")
[node name="BackgroundMusicPlayer" parent="." instance=ExtResource("9_i2xii")]
stream = ExtResource("10_eca4n")

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@@ -1,6 +1,7 @@
[gd_scene load_steps=47 format=3 uid="uid://bei4nhkf8lwdo"]
[gd_scene load_steps=48 format=3 uid="uid://bei4nhkf8lwdo"]
[ext_resource type="Script" uid="uid://bbbrf5ckydfna" path="res://player_controller/Scripts/PlayerController.cs" id="1_poq2x"]
[ext_resource type="PackedScene" uid="uid://cf3rrgr1imvv4" path="res://scenes/path/path.tscn" id="2_6lejt"]
[ext_resource type="Resource" uid="uid://bl5crtu1gkrtr" path="res://systems/inputs/base_mode/base_mode.tres" id="3_cresl"]
[ext_resource type="Resource" uid="uid://cpdaw41ah5gic" path="res://systems/inputs/base_mode/rotate_y.tres" id="4_rxwoh"]
[ext_resource type="Resource" uid="uid://ccrb5xsnphc8" path="res://systems/inputs/base_mode/rotate_floorplane.tres" id="5_4u7i3"]
@@ -62,21 +63,22 @@ blend_mode = 1
[node name="Player" type="CharacterBody3D"]
script = ExtResource("1_poq2x")
WalkSpeed = 7.5
AccelerationAir = 2.0
DecelerationAir = 0.1
Weight = 5.0
AccelerationAir = 0.8
DecelerationAir = 0.02
Weight = 4.0
MantleTime = 0.3
MantlePath = ExtResource("2_6lejt")
CoyoteTime = 0.3
SimpleJumpStartVelocity = 8.0
InputBufferFrames = 5
SimpleJumpStartVelocity = 6.0
SimpleJumpHangTimeInFrames = 1
SimpleJumpGravityLesseningFactor = 2.5
DoubleJumpStartVelocity = 15.0
SimpleJumpGravityLesseningFactor = 2.0
DoubleJumpHangTimeInFrames = 3
DoubleJumpGravityLesseningFactor = 1.5
MegaJumpStartVelocity = 30.0
MegaJumpHangTimeInFrames = 12
MegaJumpGravityLesseningFactor = 1.2
WallJumpStartVelocity = 12.0
WallJumpStartVelocity = 8.0
MaxNumberOfEmpoweredActions = 3
SimpleDashStrength = 15.0
PoweredDashStrength = 30.0
@@ -234,6 +236,11 @@ transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0, 0
mesh = SubResource("CylinderMesh_nodcl")
[node name="DashCooldown" type="Timer" parent="."]
wait_time = 0.8
one_shot = true
[node name="AirborneDashCooldown" type="Timer" parent="."]
wait_time = 0.5
one_shot = true
[node name="PowerCooldown" type="Timer" parent="."]
@@ -250,6 +257,7 @@ offset_left = 1524.0
offset_top = 1.0
offset_right = -8.0
offset_bottom = 1.0
enabled = false
initial_node_to_watch = NodePath("../StateChart")
[node name="UI" type="Control" parent="."]
@@ -502,45 +510,45 @@ delay_in_seconds = "0.0"
script = ExtResource("26_infe6")
initial_state = NodePath("SimpleJump")
[node name="OnMantle" type="Node" parent="StateChart/Root/Movement/Jump"]
script = ExtResource("28_n7qhm")
to = NodePath("../../Mantling")
event = &"mantle"
delay_in_seconds = "0.0"
[node name="SimpleJump" type="Node" parent="StateChart/Root/Movement/Jump"]
script = ExtResource("27_34snm")
[node name="OnMegajump" type="Node" parent="StateChart/Root/Movement/Jump/SimpleJump"]
script = ExtResource("28_n7qhm")
to = NodePath("../../MegaJump")
event = &"megajump"
delay_in_seconds = "0.0"
[node name="OnJumpEnded" type="Node" parent="StateChart/Root/Movement/Jump/SimpleJump"]
script = ExtResource("28_n7qhm")
to = NodePath("../../../Airborne/DoubleJumpEnabled")
event = &"jump_ended"
delay_in_seconds = "0.0"
[node name="DoubleJump" type="Node" parent="StateChart/Root/Movement/Jump"]
script = ExtResource("27_34snm")
[node name="OnMegajump" type="Node" parent="StateChart/Root/Movement/Jump/DoubleJump"]
[node name="OnMegajump" type="Node" parent="StateChart/Root/Movement/Jump/SimpleJump"]
script = ExtResource("28_n7qhm")
to = NodePath("../../MegaJump")
event = &"megajump"
delay_in_seconds = "0.0"
[node name="DoubleJump" type="Node" parent="StateChart/Root/Movement/Jump"]
script = ExtResource("27_34snm")
[node name="OnJumpEnded" type="Node" parent="StateChart/Root/Movement/Jump/DoubleJump"]
script = ExtResource("28_n7qhm")
to = NodePath("../../../Airborne/Falling")
event = &"jump_ended"
delay_in_seconds = "0.0"
[node name="OnMegajump" type="Node" parent="StateChart/Root/Movement/Jump/DoubleJump"]
script = ExtResource("28_n7qhm")
to = NodePath("../../MegaJump")
event = &"megajump"
delay_in_seconds = "0.0"
[node name="MegaJump" type="Node" parent="StateChart/Root/Movement/Jump"]
script = ExtResource("27_34snm")
[node name="OnJumpEnded" type="Node" parent="StateChart/Root/Movement/Jump/MegaJump"]
script = ExtResource("28_n7qhm")
to = NodePath("../../../Airborne/Falling")
event = &"jump_ended"
delay_in_seconds = "0.0"
[node name="Dashing" type="Node" parent="StateChart/Root/Movement"]
script = ExtResource("26_infe6")
initial_state = NodePath("Dash")
@@ -606,7 +614,7 @@ default_state = NodePath("../CoyoteEnabled")
[node name="OnWallRun" type="Node" parent="StateChart/Root/Movement/Airborne"]
script = ExtResource("28_n7qhm")
to = NodePath("../../OnWall/RunningCoyoteEnabled")
to = NodePath("../../OnWall/Running")
event = &"wall_run"
delay_in_seconds = "0.0"
@@ -669,7 +677,7 @@ script = ExtResource("27_34snm")
[node name="OnWallHug" type="Node" parent="StateChart/Root/Movement/Airborne/Falling"]
script = ExtResource("28_n7qhm")
to = NodePath("../../../OnWall/HuggingCoyoteEnabled")
to = NodePath("../../../OnWall/Hugging")
event = &"wall_hug"
delay_in_seconds = "0.0"
@@ -707,6 +715,12 @@ to = NodePath("../../Airborne/Reset")
event = &"start_falling"
delay_in_seconds = "0.0"
[node name="OnMantle" type="Node" parent="StateChart/Root/Movement/OnWall"]
script = ExtResource("28_n7qhm")
to = NodePath("../../Mantling")
event = &"mantle"
delay_in_seconds = "0.0"
[node name="HuggingCoyoteEnabled" type="Node" parent="StateChart/Root/Movement/OnWall"]
script = ExtResource("27_34snm")
@@ -727,7 +741,7 @@ script = ExtResource("27_34snm")
[node name="OnJump" type="Node" parent="StateChart/Root/Movement/OnWall/Hugging"]
script = ExtResource("28_n7qhm")
to = NodePath("../../../Jump/SimpleJump")
to = NodePath("../../../Jump/DoubleJump")
event = &"jump"
delay_in_seconds = "0.0"
@@ -736,7 +750,7 @@ script = ExtResource("27_34snm")
[node name="OnJump" type="Node" parent="StateChart/Root/Movement/OnWall/Hanging"]
script = ExtResource("28_n7qhm")
to = NodePath("../../../Jump/SimpleJump")
to = NodePath("../../../Jump/DoubleJump")
event = &"jump"
delay_in_seconds = "0.0"
@@ -755,6 +769,12 @@ to = NodePath("../../Running")
event = &"coyote_expired"
delay_in_seconds = "0.0"
[node name="OnLeaveWall" type="Node" parent="StateChart/Root/Movement/OnWall/RunningCoyoteEnabled"]
script = ExtResource("28_n7qhm")
to = NodePath("../../../Airborne/CoyoteEnabled")
event = &"start_falling"
delay_in_seconds = "0.0"
[node name="Running" type="Node" parent="StateChart/Root/Movement/OnWall"]
script = ExtResource("27_34snm")
@@ -764,6 +784,12 @@ to = NodePath("../../../Jump/SimpleJump")
event = &"jump"
delay_in_seconds = "0.0"
[node name="OnLeaveWall" type="Node" parent="StateChart/Root/Movement/OnWall/Running"]
script = ExtResource("28_n7qhm")
to = NodePath("../../../Airborne/CoyoteEnabled")
event = &"start_falling"
delay_in_seconds = "0.0"
[connection signal="input_aim_canceled" from="InputController" to="." method="OnInputAimCanceled"]
[connection signal="input_aim_down" from="InputController" to="." method="OnInputAimDown"]
[connection signal="input_aim_pressed" from="InputController" to="." method="OnInputAimPressed"]

View File

@@ -58,6 +58,7 @@ public partial class PlayerController : CharacterBody3D
// Timers
private Timer _timeScaleAimInAirTimer;
private Timer _simpleDashCooldownTimer;
private Timer _airborneDashCooldownTimer;
private Timer _powerCooldownTimer;
[Export] public Marker3D TutorialWeaponTarget;
@@ -81,11 +82,15 @@ public partial class PlayerController : CharacterBody3D
[ExportGroup("Mantle")]
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
public float MantleTime { get; set; } = 0.1f;
[Export]
public PackedScene MantlePath { get; set; }
// Jump
[ExportGroup("Jump")]
[Export(PropertyHint.Range, "0,1,0.01")]
public float CoyoteTime { get; set; } = 0.2f;
[Export(PropertyHint.Range, "0,10,1,or_greater")]
public int InputBufferFrames { get; set; } = 3;
// Simple jump
[ExportSubgroup("Simple jump")]
@@ -186,6 +191,11 @@ public partial class PlayerController : CharacterBody3D
private bool _canDash = true;
private bool _shouldMantleOnDashEnded;
private Vector3 _wallHugStartLocation = Vector3.Zero;
private Vector3 _wallHugStartNormal = Vector3.Zero;
private Vector3 _wallHugStartProjectedVelocity = Vector3.Zero;
private Vector3 _currentWallContactPoint = Vector3.Zero;
private StateChart _playerState;
private StateChartState _aiming;
@@ -197,7 +207,7 @@ public partial class PlayerController : CharacterBody3D
private StateChartState _grounded;
private StateChartState _airborne;
private StateChartState _coyoteEnabled;
private StateChartState _doubleJumpEnabled;
// private StateChartState _doubleJumpEnabled;
private StateChartState _simpleJump;
private StateChartState _doubleJump;
private StateChartState _megaJump;
@@ -218,9 +228,14 @@ public partial class PlayerController : CharacterBody3D
private Transition _onJumpFromWall2;
private Transition _onJumpFromWall3;
private Transition _onMegajumpFromWall;
private Transition _onLeaveWallFromRunCoyote;
private Transition _onLeaveWallFromRun;
private int _currentJumpBufferFrames = 0;
private float _playerHeight;
private float _playerRadius;
private bool _isJumpInputPressed;
private float _lookSensitivityMultiplier = 1.0f;
private float _mouseSensitivityMultiplier = 1.0f;
@@ -294,7 +309,7 @@ public partial class PlayerController : CharacterBody3D
_grounded = StateChartState.Of(GetNode("StateChart/Root/Movement/Grounded"));
_airborne = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne"));
_coyoteEnabled = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne/CoyoteEnabled"));
_doubleJumpEnabled = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne/DoubleJumpEnabled"));
// _doubleJumpEnabled = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne/DoubleJumpEnabled"));
_simpleJump = StateChartState.Of(GetNode("StateChart/Root/Movement/Jump/SimpleJump"));
_doubleJump = StateChartState.Of(GetNode("StateChart/Root/Movement/Jump/DoubleJump"));
_megaJump = StateChartState.Of(GetNode("StateChart/Root/Movement/Jump/MegaJump"));
@@ -311,10 +326,13 @@ public partial class PlayerController : CharacterBody3D
_onWallHanging = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall/Hanging"));
_onWallRunning = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall/Running"));
_onWallRunningCoyoteEnabled = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall/RunningCoyoteEnabled"));
_onLeaveWallFromRun = Transition.Of(GetNode("StateChart/Root/Movement/OnWall/Running/OnLeaveWall"));
_onLeaveWallFromRunCoyote = Transition.Of(GetNode("StateChart/Root/Movement/OnWall/RunningCoyoteEnabled/OnLeaveWall"));
// State timers
_powerCooldownTimer = GetNode<Timer>("PowerCooldown");
_timeScaleAimInAirTimer = GetNode<Timer>("TimeScaleAimInAir");
_simpleDashCooldownTimer = GetNode<Timer>("DashCooldown");
_airborneDashCooldownTimer = GetNode<Timer>("AirborneDashCooldown");
///////////////////////////
// Initialize components //
@@ -351,6 +369,7 @@ public partial class PlayerController : CharacterBody3D
_grounded.StateEntered += OnGrounded;
_grounded.StatePhysicsProcessing += HandleGrounded;
_airborne.StatePhysicsProcessing += HandleAirborne;
_onWall.StatePhysicsProcessing += HandleOnWall;
_coyoteEnabled.StateEntered += StartCoyoteTime;
_timeScaleAimInAirTimer.Timeout += ResetTimeScale;
@@ -385,6 +404,7 @@ public partial class PlayerController : CharacterBody3D
_aimedDash.StateExited += OnAimedDashFinished;
_simpleDashCooldownTimer.Timeout += DashCooldownTimeout;
_airborneDashCooldownTimer.Timeout += AirborneDashCooldownTimeout;
_onWall.StateEntered += OnWallStarted;
_onWall.StateExited += OnWallStopped;
@@ -402,6 +422,8 @@ public partial class PlayerController : CharacterBody3D
_onJumpFromWall2.Taken += OnJumpFromWall;
_onJumpFromWall3.Taken += OnJumpFromWall;
_onMegajumpFromWall.Taken += OnMegajumpFromWall;
_onLeaveWallFromRun.Taken += OnLeaveWallFromRun;
_onLeaveWallFromRunCoyote.Taken += OnLeaveWallFromRun;
}
public void SetAllowedInputsAll()
@@ -448,16 +470,37 @@ public partial class PlayerController : CharacterBody3D
if (_simpleDashCooldownTimer.IsStopped())
_simpleDashCooldownTimer.Start();
if (_currentJumpBufferFrames > 0)
{
_currentJumpBufferFrames = 0;
PerformJump();
}
}
public void DashCooldownTimeout()
{
_canDash = true;
}
public void AirborneDashCooldownTimeout()
{
_canDashAirborne = true;
}
public bool IsPlayerInputtingForward()
{
return GetMoveInput().Z < -0.5f;
}
public bool IsTryingToMantle()
{
return MantleSystem.IsMantlePossible && IsPlayerInputtingForward() && _isJumpInputPressed;
}
public void HandleGrounded(float delta)
{
MoveOnGround(delta);
// if (IsTryingToMantle()) _playerState.SendEvent("mantle");
if (!isOnFloorCustom())
_playerState.SendEvent("start_falling");
}
@@ -468,8 +511,13 @@ public partial class PlayerController : CharacterBody3D
if (isOnFloorCustom())
_playerState.SendEvent("grounded");
if (IsTryingToMantle()) _playerState.SendEvent("mantle");
if (!WallHugSystem.IsWallHugging())
{
_isWallJumpAvailable = true; // reset wall jump if we left the wall
return;
}
// Going upwards, we stay simply airborne
if (Velocity.AngleTo(Vector3.Up) < Math.PI / 4)
@@ -497,6 +545,11 @@ public partial class PlayerController : CharacterBody3D
}
}
public void HandleOnWall(float delta)
{
if (IsTryingToMantle()) _playerState.SendEvent("mantle");
}
public void OnWallHuggingStarted()
{
GetTree().CreateTimer(CoyoteTime).Timeout += CoyoteExpired;
@@ -507,11 +560,6 @@ public partial class PlayerController : CharacterBody3D
GetTree().CreateTimer(CoyoteTime).Timeout += CoyoteExpired;
}
private Vector3 _wallHugStartLocation = Vector3.Zero;
private Vector3 _wallHugStartNormal = Vector3.Zero;
private Vector3 _wallHugStartProjectedVelocity = Vector3.Zero;
private Vector3 _currentWallContactPoint = Vector3.Zero;
public void OnWallDetected()
{
FinishPoweredDash();
@@ -520,6 +568,7 @@ public partial class PlayerController : CharacterBody3D
return;
var newWallNormal = WallHugSystem.WallHugNormal.UnwrapOr(Vector3.Up);
if (newWallNormal.AngleTo(_wallHugStartNormal) > Mathf.Pi/4) return;
_wallHugStartNormal = newWallNormal;
}
@@ -537,6 +586,11 @@ public partial class PlayerController : CharacterBody3D
public void OnWallStopped()
{
}
public void OnLeaveWallFromRun()
{
SimpleDashInDirection(Velocity.Normalized());
}
public void HandleWallHugging(float delta)
{
@@ -591,9 +645,16 @@ public partial class PlayerController : CharacterBody3D
Velocity = Vector3.Zero;
GlobalPosition = _wallHugStartLocation;
}
// Jump
public void OnInputJumpStarted()
{
_currentJumpBufferFrames = InputBufferFrames;
_isJumpInputPressed = true;
PerformJump();
}
public void PerformJump()
{
if (MantleSystem.IsMantlePossible)
{
@@ -607,19 +668,22 @@ public partial class PlayerController : CharacterBody3D
return;
}
if (_onWallHuggingCoyoteEnabled.Active || _onWallRunningCoyoteEnabled.Active)
{
if (!_isWallJumpAvailable) return;
}
if (_onWall.Active && !_isWallJumpAvailable && IsFacingWall()) return;
_playerState.SendEvent("jump");
}
public bool IsFacingWall()
{
return _wallHugStartNormal.Dot(GetGlobalForwardFacingVector()) < -0.5f;
}
public void OnInputJumpOngoing()
{
}
public void OnInputJumpEnded()
{
_isJumpInputPressed = false;
_playerState.SendEvent("jump_ended");
}
@@ -635,7 +699,7 @@ public partial class PlayerController : CharacterBody3D
public void OnDoubleJumpStarted()
{
_canDash = true;
_canDashAirborne = true;
// _canDashAirborne = true;
OnJumpStarted(DoubleJumpStartVelocity);
}
public void OnMegaJumpStarted()
@@ -667,7 +731,14 @@ public partial class PlayerController : CharacterBody3D
public void OnJumpFromWall()
{
ComputeJumpFromWallHSpeed(WallJumpStartVelocity);
if (!IsFacingWall())
{
ComputeJumpFromWallHSpeed(WallJumpStartVelocity);
}
// Remove the ability to dash straight away so you cannot scale up the wall
_canDashAirborne = false;
_airborneDashCooldownTimer.Start();
_isWallJumpAvailable = false;
}
public void OnMegajumpFromWall()
{
@@ -725,38 +796,70 @@ public partial class PlayerController : CharacterBody3D
z: velocity.Y);
}
private Path _mantlePath;
private bool _customMantle;
private Transform3D _customMantleStartTransform;
private Curve3D _customMantleCurve;
private Vector3 _mantleStartPosition;
public void OnMantleStarted()
{
HeadSystem.OnMantle();
_preMantleVelocity = Velocity;
_mantlePath = MantlePath.Instantiate() as Path;
if (_mantlePath == null)
{
GD.PrintErr("Failed to instantiate MantlePath");
return;
}
var transform = _customMantle ? _customMantleStartTransform : MantleSystem.GlobalTransform;
var curve = _customMantle ? _customMantleCurve : MantleSystem.MantleCurve;
GetTree().GetRoot().AddChild(_mantlePath);
_mantlePath.Setup(transform, curve);
_mantleStartPosition = GlobalPosition;
var tween = GetTree().CreateTween();
tween.SetTrans(Tween.TransitionType.Cubic);
tween.SetTrans(Tween.TransitionType.Linear);
tween.SetEase(Tween.EaseType.InOut);
var inbetweenDuration = MantleTime / MantleSystem.NumberOfValidPofiles;
for (int i = 0; i < MantleSystem.NumberOfValidPofiles; i += 1)
{
var position = MantleSystem.WallProfilePositions[i];
tween.TweenProperty(this, "global_position", position, inbetweenDuration);
}
tween.TweenProperty(_mantlePath.PathFollow, "progress_ratio", 1, MantleTime);
tween.Finished += MantleFinished;
}
public void HandleMantling(float delta)
{
GlobalPosition = _mantlePath.Target.GlobalPosition;
}
public void SimpleDashInDirection(Vector3 direction)
{
SetVelocity(direction * SimpleDashStrength);
}
public void SimpleDash()
{
SimpleDashInDirection(GetInputGlobalHDirection());
}
public void MantleFinished()
{
Velocity = _preMantleVelocity;
_mantlePath.Teardown();
var isThereMovementInput = GetMoveInput().Length() > 0;
if (isThereMovementInput)
{
// If there's a movement input on Mantle, we dash in the direction the mantle took place
var positionDifference = GlobalPosition - _mantleStartPosition;
var directionHorizontal = new Vector3(positionDifference.X, 0, positionDifference.Z);
SimpleDashInDirection(directionHorizontal.Normalized());
}
_customMantle = false;
_playerState.SendEvent("grounded");
}
public void HandleJump(float delta, float gravityFactor, int hangFrames)
{
if (IsTryingToMantle()) _playerState.SendEvent("mantle");
// Update horizontal velocity
var horizontalVelocity = ComputeHVelocityAir(delta);
Velocity = new Vector3(horizontalVelocity.X, Velocity.Y, horizontalVelocity.Z);
@@ -783,8 +886,8 @@ public partial class PlayerController : CharacterBody3D
SetVerticalVelocity(Velocity.Y - 2.0f);
}
// Move back to Airborne state management when starting to go down again
if (_framesSinceJumpAtApex > hangFrames)
// Move back to Airborne state when starting to go down again or if input isn't held anymore (buffered jump)
if (_framesSinceJumpAtApex > hangFrames || !_isJumpInputPressed)
_playerState.SendEvent("jump_ended");
}
public void HandleSimpleJump(float delta)
@@ -986,9 +1089,7 @@ public partial class PlayerController : CharacterBody3D
public void RecoverWeapon()
{
GetTree().GetRoot().RemoveChild(WeaponRoot);
AddChild(WeaponRoot);
WeaponRoot.SetGlobalPosition(GlobalPosition);
RecoverChildNode(WeaponRoot);
WeaponSystem.ResetWeapon();
}
@@ -1006,7 +1107,6 @@ public partial class PlayerController : CharacterBody3D
}
private Vector3 _preDashVelocity = Vector3.Zero;
public void OnAimedDashStarted()
{
// Adjusting for player height, where the middle of the capsule should get to the dash location instead of the
@@ -1020,9 +1120,10 @@ public partial class PlayerController : CharacterBody3D
var dashTween = CreatePositionTween(correctedLocation, AimedDashTime);
// dashTween.TweenMethod(Callable.From<float>(AimedDashTweenOngoing), 0.0f, 1.0f, AimedDashTime);
dashTween.Finished += AimedDashTweenEnded;
_shouldMantleOnDashEnded = DashSystem.ShouldMantle;
_mantleLocation = DashSystem.PlannedMantleLocation;
_customMantle = DashSystem.ShouldMantle;
_customMantleCurve = DashSystem.MantleSystem.MantleCurve;
_customMantleStartTransform = DashSystem.MantleSystem.GlobalTransform;
}
Tween CreatePositionTween(Vector3 targetLocation, float tweenTime)
@@ -1041,6 +1142,13 @@ public partial class PlayerController : CharacterBody3D
_playerState.SendEvent("dash_finished");
}
public void OnAimedDashFinished()
{
var postDashVelocity = _preDashVelocity.Length() > PostDashSpeed ? PostDashSpeed : _preDashVelocity.Length();
Velocity = _dashDirection * postDashVelocity;
if (_customMantle) _playerState.SendEvent("mantle");
}
public void PlaceWeaponForTutorial()
{
if (TutorialDone)
@@ -1051,14 +1159,25 @@ public partial class PlayerController : CharacterBody3D
WeaponRoot.CallDeferred(Node3D.MethodName.SetGlobalPosition, TutorialWeaponTarget.GlobalPosition);
WeaponSystem.CallDeferred(WeaponSystem.MethodName.PlaceWeaponForTutorial, TutorialWeaponTarget.GlobalPosition);
}
public void RemoveChildNode(Node3D node)
{
RemoveChild(node);
GetTree().GetRoot().AddChild(node);
node.SetGlobalPosition(GlobalPosition);
}
public void RecoverChildNode(Node3D node)
{
GetTree().GetRoot().RemoveChild(node);
AddChild(node);
node.SetGlobalPosition(GlobalPosition);
}
public void ThrowWeapon()
{
_playerState.SendEvent("cancel_aim");
RemoveChild(WeaponRoot);
GetTree().GetRoot().AddChild(WeaponRoot);
WeaponRoot.SetGlobalPosition(GlobalPosition);
RemoveChildNode(WeaponRoot);
var weaponTargetLocation = DashSystem.HasHit ? DashSystem.CollisionPoint : DashSystem.PlannedLocation;
WeaponSystem.ThrowWeapon(
@@ -1068,29 +1187,12 @@ public partial class PlayerController : CharacterBody3D
DashSystem.CollisionNormal);
}
public void OnAimedDashFinished()
{
var postDashVelocity = _preDashVelocity.Length() > PostDashSpeed ? PostDashSpeed : _preDashVelocity.Length();
Velocity = _dashDirection * postDashVelocity;
if (_shouldMantleOnDashEnded)
{
// TODO update post dash mantle
// MantleToLocation(_mantleLocation);
GD.Print("update post dash mantle");
}
}
public void OnSimpleDashStarted()
{
if (!_canDash)
return;
_canDash = false;
var dashStrength = SimpleDashStrength;
var direction = GetInputGlobalHDirection();
SetVelocity(direction * dashStrength);
SimpleDash();
}
public void HandleSimpleDash(float delta)
@@ -1298,12 +1400,19 @@ public partial class PlayerController : CharacterBody3D
{
WeaponRoot.SetRotation(HeadSystem.Rotation);
}
public Vector3 GetGlobalForwardFacingVector()
{
return Transform.Basis * HeadSystem.Transform.Basis * Vector3.Forward;
}
///////////////////////////
// Processes //////////////
///////////////////////////
public override void _PhysicsProcess(double delta)
{
if (_currentJumpBufferFrames > 0) _currentJumpBufferFrames -= 1;
LookAround(delta);
CameraModifications((float) delta);
HandleStairs((float) delta);

25
scenes/path/Path.cs Normal file
View File

@@ -0,0 +1,25 @@
using Godot;
public partial class Path : Path3D
{
public PathFollow3D PathFollow { get; private set; }
public Marker3D Target { get; private set; }
public override void _Ready()
{
PathFollow = GetNode<PathFollow3D>("PathFollow");
Target = GetNode<Marker3D>("PathFollow/Target");
}
public void Setup(Transform3D globalTransform, Curve3D curve)
{
SetGlobalTransform(globalTransform);
SetCurve(curve);
PathFollow.ProgressRatio = 0;
}
public void Teardown()
{
QueueFree();
}
}

1
scenes/path/Path.cs.uid Normal file
View File

@@ -0,0 +1 @@
uid://djdr5bvfc8f0x

13
scenes/path/path.tscn Normal file
View File

@@ -0,0 +1,13 @@
[gd_scene load_steps=3 format=3 uid="uid://cf3rrgr1imvv4"]
[ext_resource type="Script" uid="uid://djdr5bvfc8f0x" path="res://scenes/path/Path.cs" id="1_kmlhi"]
[sub_resource type="Curve3D" id="Curve3D_u4rfr"]
[node name="Path" type="Path3D"]
curve = SubResource("Curve3D_u4rfr")
script = ExtResource("1_kmlhi")
[node name="PathFollow" type="PathFollow3D" parent="."]
[node name="Target" type="Marker3D" parent="PathFollow"]

View File

@@ -20,10 +20,10 @@ public partial class DashSystem: Node3D
public bool ShouldMantle { get; set; }
public Vector3 PlannedMantleLocation { get; set; }
public MantleSystem MantleSystem { get; set; }
private Node3D _head;
private ShapeCast3D _dashCast3D;
private ShapeCast3D _playerCast3D;
private Camera3D _camera;
private Vector3 _dashDirection = Vector3.Zero;
@@ -31,7 +31,6 @@ public partial class DashSystem: Node3D
private MeshInstance3D _dashDropIndicator;
private MeshInstance3D _dashDropLocationIndicator;
private MantleSystem _mantleSystem;
private MeshInstance3D _dashTarget;
private CpuParticles3D _dashIndicator;
private AnimationPlayer _dashIndicatorAnim;
@@ -47,9 +46,6 @@ public partial class DashSystem: Node3D
public delegate void DashProgressEventHandler(float progress);
private Vector3 _globalDashPosition = Vector3.Zero;
private float _playerHeight;
private float _playerRadius;
public float DashCastRadius { get; set; }
@@ -65,16 +61,11 @@ public partial class DashSystem: Node3D
_dashDropLocationIndicator = GetNode<MeshInstance3D>("DashDropLocationIndicator");
_dashDropLocationIndicator.Visible = false;
_playerCast3D = GetNode<ShapeCast3D>("PlayerShapeCast3D");
var playerShape = _playerCast3D.GetShape() as CapsuleShape3D;
_playerHeight = playerShape!.Height;
_playerRadius = playerShape!.Radius;
_head = head;
_camera = camera;
_mantleSystem = GetNode<MantleSystem>("MantleSystem");
_mantleSystem.Init();
MantleSystem = GetNode<MantleSystem>("MantleSystem");
MantleSystem.Init();
_dashTarget = GetNode<MeshInstance3D>("DashTarget");
_dashTarget.SetVisible(false);
@@ -109,14 +100,15 @@ public partial class DashSystem: Node3D
(HasHit, PlannedLocation, CollisionPoint, CollisionNormal) = ComputeDashLocation();
ShouldMantle = false;
var mantleLocation = Vector3.Zero;
if (HasHit && Mathf.Abs(CollisionNormal.Y) < 0.5f)
{
var mantleResult = _mantleSystem.FindMantleLocationAtPoint(PlannedLocation, CollisionNormal);
ShouldMantle = mantleResult.IsSome(out mantleLocation);
}
PlannedMantleLocation = mantleLocation;
// TODO: Position mantle system to planned location, aligned with ground planned and facing the same way as the dash
// Then query it being careful when dashing underneath a platform and such
MantleSystem.SetGlobalPosition(PlannedLocation);
MantleSystem.SetRotation(new Vector3(
MantleSystem.Rotation.X,
_head.Rotation.Y,
MantleSystem.Rotation.Z));
MantleSystem.ProcessMantle(false);
ShouldMantle = MantleSystem.IsMantlePossible;
// Setup dash target
var targetColor = HasHit ? new Color(1f, 0.2f, 0.2f) : new Color(1f, 1f, 1f);
@@ -124,7 +116,7 @@ public partial class DashSystem: Node3D
var targetMaterial = (StandardMaterial3D) _dashTarget.GetSurfaceOverrideMaterial(0);
targetMaterial.SetAlbedo(targetColor);
_dashTarget.SetVisible(true);
var targetLocation = ShouldMantle ? PlannedMantleLocation : PlannedLocation;
var targetLocation = ShouldMantle ? MantleSystem.FirstMantleProfilePoint : PlannedLocation;
_dashTarget.SetGlobalPosition(targetLocation);
var shouldShowDropIndicator = !HasHit && !ShouldMantle;
@@ -160,6 +152,5 @@ public partial class DashSystem: Node3D
public void StartPreparingDash()
{
_dashTarget.SetVisible(true);
}
}

View File

@@ -1,7 +1,6 @@
[gd_scene load_steps=10 format=3 uid="uid://cqduhd4opgwvm"]
[gd_scene load_steps=9 format=3 uid="uid://cqduhd4opgwvm"]
[ext_resource type="Script" uid="uid://dwoppk8j5fxeg" path="res://systems/dash/DashSystem.cs" id="1_hwig2"]
[ext_resource type="Shape3D" uid="uid://keseacdcooot" path="res://player_controller/resources/PlayerShape.tres" id="2_jngg2"]
[ext_resource type="PackedScene" uid="uid://wq1okogkhc5l" path="res://systems/mantle/mantle_system.tscn" id="2_pff7b"]
[ext_resource type="PackedScene" uid="uid://hd0868f4pb63" path="res://systems/dash/dash_indicator.tscn" id="2_tqt6i"]
@@ -24,16 +23,8 @@ outer_radius = 0.5
script = ExtResource("1_hwig2")
DashIndicatorScene = ExtResource("2_tqt6i")
[node name="PlayerShapeCast3D" type="ShapeCast3D" parent="."]
visible = false
shape = ExtResource("2_jngg2")
target_position = Vector3(0, 0, 0)
collision_mask = 2
debug_shape_custom_color = Color(0.863327, 0.636844, 0, 1)
[node name="DashCast3D" type="ShapeCast3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.6, 0)
visible = false
shape = SubResource("SphereShape3D_jngg2")
target_position = Vector3(0, 0, -12)
max_results = 1
@@ -42,7 +33,6 @@ debug_shape_custom_color = Color(0.911631, 0.11884, 0.656218, 1)
[node name="DashCastDrop" type="ShapeCast3D" parent="."]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0, 1.6, 0)
visible = false
shape = SubResource("SphereShape3D_jngg2")
target_position = Vector3(0, 0, -50)
max_results = 1
@@ -54,7 +44,6 @@ mesh = SubResource("SphereMesh_qu4wy")
surface_material_override/0 = SubResource("StandardMaterial3D_v31n3")
[node name="MantleSystem" parent="." instance=ExtResource("2_pff7b")]
visible = false
MantleEndLocationDistanceFromWall = 0.25
MantleHeightCastStart = 2.0

View File

@@ -14,17 +14,16 @@ public partial class MantleSystem: Node3D
private ShapeCast3D _wallInFrontCast3D;
private ShapeCast3D _mantleCast3D;
private ShapeCast3D _inAirWallDetect;
private ShapeCast3D _groundedWallDetect;
public Curve3D MantleCurve { get; private set; }
public Vector3 FirstMantleProfilePoint { get; private set; } = Vector3.Zero;
public bool IsMantlePossible { get; private set; } = false;
public int NumberOfValidPofiles { get; private set; } = -1;
public const int WallProfileCastCount = 7;
private ShapeCast3D[] _wallProfileShapecasts = new ShapeCast3D[WallProfileCastCount];
public Vector3[] WallProfilePositions { get; private set; } = new Vector3[WallProfileCastCount];
public Vector3[] WallProfileNormals { get; private set; } = new Vector3[WallProfileCastCount];
public void Init()
{
@@ -55,22 +54,18 @@ public partial class MantleSystem: Node3D
SetCastsEnabled(isColliding);
// Reset state
NumberOfValidPofiles = -1;
IsMantlePossible = false;
if (!isColliding)
{
return;
}
if (!isColliding) return;
// Check if collide with wall
// Check if face something wall-like that should be climbable
var collisionNormal = isGrounded ? _groundedWallDetect.GetCollisionNormal(0) : _inAirWallDetect.GetCollisionNormal(0);
if (collisionNormal.Y > 0.8f)
{
return;
}
NumberOfValidPofiles = 0;
var hasFirstProfileHit = false;
if (collisionNormal.Y > 0.7f) return;
var spaceState = GetWorld3D().DirectSpaceState;
MantleCurve = new Curve3D();
MantleCurve.AddPoint(Vector3.Zero);
var hasFirstProfileHit = false;
var previousProfilePoint = GlobalPosition;
foreach (var wallProfileShapecast in _wallProfileShapecasts)
{
// Haven't met the wall yet
@@ -81,56 +76,34 @@ public partial class MantleSystem: Node3D
// Got to the other side of the wall, we stop there
if (!wallProfileShapecast.IsColliding())
{
WallProfilePositions[NumberOfValidPofiles] = globalTargetPosition;
WallProfileNormals[NumberOfValidPofiles] = Vector3.Zero;
NumberOfValidPofiles += 1;
// MantleCurve.AddPoint(ToLocal(globalTargetPosition));
break;
}
var profilePoint = wallProfileShapecast.GetCollisionPoint(0);
var profileNormal = wallProfileShapecast.GetCollisionNormal(0);
var shape = wallProfileShapecast.Shape as SphereShape3D;
var shapeRadius = shape == null ? 0.125f : shape.Radius;
var centerOfShape = profilePoint + profileNormal * shapeRadius;
// Check if we collided parallel to a wall
var isCollisionSameAsTarget = globalTargetPosition.IsEqualApprox(profilePoint);
var isCollidingWithWall = profileNormal.Y < 0.9f;
var isCollisionSameAsTarget = globalTargetPosition.IsEqualApprox(centerOfShape);
var isCollidingWithWall = profileNormal.Y < 0.1f;
if (isCollisionSameAsTarget || isCollidingWithWall) continue;
// Check if the path from the previous point makes us go through a wall
var query = PhysicsRayQueryParameters3D.Create(previousProfilePoint, centerOfShape, wallProfileShapecast.CollisionMask);
var result = spaceState.IntersectRay(query);
if (result.Count > 0) break; // We are going through a wall, we stop there
// We have a valid collision
WallProfilePositions[NumberOfValidPofiles] = profilePoint;
WallProfileNormals[NumberOfValidPofiles] = profileNormal;
if (!hasFirstProfileHit) FirstMantleProfilePoint = centerOfShape;
hasFirstProfileHit = true;
NumberOfValidPofiles += 1;
}
IsMantlePossible = NumberOfValidPofiles > 0; // Should always be true
}
public Option<Vector3> FindMantle()
{
if (!_wallInFrontCast3D.IsColliding())
{
return Option<Vector3>.None;
}
if (_wallInFrontCast3D.GetCollisionNormal(0).Y > 0.8f)
{
return Option<Vector3>.None;
previousProfilePoint = centerOfShape;
MantleCurve.AddPoint(ToLocal(centerOfShape));
}
if (MantleCurve.PointCount == 1) return;
var collisionPoint = _wallInFrontCast3D.GetCollisionPoint(0);
var collisionNormal = _wallInFrontCast3D.GetCollisionNormal(0);
return FindMantleLocationAtPoint(collisionPoint, collisionNormal);
}
public Option<Vector3> FindMantleLocationAtPoint(Vector3 point, Vector3 wallNormal)
{
var horizontalEndLocation = point - wallNormal * MantleEndLocationDistanceFromWall;
var shapeCastStartLocation = horizontalEndLocation + Vector3.Up * MantleHeightCastStart;
_mantleCast3D.SetGlobalPosition(shapeCastStartLocation);
var targetLocation = Vector3.Down * MantleHeightCastStart + Vector3.Up * MaxStepHeight;
_mantleCast3D.SetTargetPosition(targetLocation);
if (_mantleCast3D.IsColliding() && _mantleCast3D.GetCollisionNormal(0).Y >= 0.1f)
return Option.Some(_mantleCast3D.GetCollisionPoint(0));
return Option<Vector3>.None;
IsMantlePossible = true;
}
}

View File

@@ -1,7 +1,6 @@
[gd_scene load_steps=6 format=3 uid="uid://wq1okogkhc5l"]
[gd_scene load_steps=7 format=3 uid="uid://wq1okogkhc5l"]
[ext_resource type="Script" uid="uid://bja6tis1vaysu" path="res://systems/mantle/MantleSystem.cs" id="1_2oobp"]
[ext_resource type="Shape3D" uid="uid://dp2p8v7demb5j" path="res://systems/mantle/find_wall_shape.tres" id="2_i32qj"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_4coqe"]
height = 1.7
@@ -9,6 +8,13 @@ height = 1.7
[sub_resource type="SphereShape3D" id="SphereShape3D_2oobp"]
radius = 0.75
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_2oobp"]
radius = 0.25
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_i32qj"]
radius = 0.25
height = 1.5
[sub_resource type="SphereShape3D" id="SphereShape3D_i32qj"]
radius = 0.125
@@ -35,14 +41,14 @@ collision_mask = 2
debug_shape_custom_color = Color(0.911631, 0.11884, 0.656218, 1)
[node name="InAirWallDetect" type="ShapeCast3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.26, 0)
shape = ExtResource("2_i32qj")
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.01, 0)
shape = SubResource("CapsuleShape3D_2oobp")
target_position = Vector3(0, 0, -2)
collision_mask = 2
[node name="GroundedWallDetect" type="ShapeCast3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.76, 0)
shape = ExtResource("2_i32qj")
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.26, 0)
shape = SubResource("CapsuleShape3D_i32qj")
target_position = Vector3(0, 0, -2)
collision_mask = 2
@@ -52,47 +58,47 @@ collision_mask = 2
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, -0.5)
enabled = false
shape = SubResource("SphereShape3D_i32qj")
target_position = Vector3(0, -2.375, 0)
target_position = Vector3(0, -2.125, 0)
collision_mask = 2
[node name="ShapeCast2" type="ShapeCast3D" parent="WallProfileShapeCasts"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, -0.75)
enabled = false
shape = SubResource("SphereShape3D_i32qj")
target_position = Vector3(0, -2.375, 0)
target_position = Vector3(0, -2.125, 0)
collision_mask = 2
[node name="ShapeCast3" type="ShapeCast3D" parent="WallProfileShapeCasts"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, -1)
enabled = false
shape = SubResource("SphereShape3D_i32qj")
target_position = Vector3(0, -2.375, 0)
target_position = Vector3(0, -2.125, 0)
collision_mask = 2
[node name="ShapeCast4" type="ShapeCast3D" parent="WallProfileShapeCasts"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, -1.25)
enabled = false
shape = SubResource("SphereShape3D_i32qj")
target_position = Vector3(0, -2.375, 0)
target_position = Vector3(0, -2.125, 0)
collision_mask = 2
[node name="ShapeCast5" type="ShapeCast3D" parent="WallProfileShapeCasts"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, -1.5)
enabled = false
shape = SubResource("SphereShape3D_i32qj")
target_position = Vector3(0, -2.375, 0)
target_position = Vector3(0, -2.125, 0)
collision_mask = 2
[node name="ShapeCast6" type="ShapeCast3D" parent="WallProfileShapeCasts"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, -1.75)
enabled = false
shape = SubResource("SphereShape3D_i32qj")
target_position = Vector3(0, -2.375, 0)
target_position = Vector3(0, -2.125, 0)
collision_mask = 2
[node name="ShapeCast7" type="ShapeCast3D" parent="WallProfileShapeCasts"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, -2)
enabled = false
shape = SubResource("SphereShape3D_i32qj")
target_position = Vector3(0, -2.375, 0)
target_position = Vector3(0, -2.125, 0)
collision_mask = 2